Difference between revisions of "User:Strongy/45doatest"

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= Introduction =
 
= Introduction =
  
These are casual tactics for 4/5man DoA runs.
+
These are safe, casual tactics for 4/5man DoA runs. There are plenty of optimisations that could be made to enchance speed, but the design of these tactics is structured around safety and relative consistency between 4/5 players.
  
 
Provided the tank is experienced, all other players can (perhaps suprisingly) be relatively inexperienced in the tactics, provided they have a solid foundational knowledge of DoA (e.g. can play Spiker and Backline roles in FBGM tactics). Having a single tank means that the s/he can speed up or slow the run down as needed, depending on the experience of the team and how the run is progressing.
 
Provided the tank is experienced, all other players can (perhaps suprisingly) be relatively inexperienced in the tactics, provided they have a solid foundational knowledge of DoA (e.g. can play Spiker and Backline roles in FBGM tactics). Having a single tank means that the s/he can speed up or slow the run down as needed, depending on the experience of the team and how the run is progressing.
Line 49: Line 49:
 
=== Gloom ===
 
=== Gloom ===
  
==== Cave ====
+
* '''Entrance''' - Recall the Emo, HoS up the cliff and pull the enemies out of Gloom entrance so the TK can quest run safely. Recall out to the Flesh spawn and, receive/ask for a balth.
 
+
* '''Cave''' - Aggro cave mobs and clear a path for the TK to escape from cave. Kill the rupts (Sanities first, then Spirits) and then any longbow range tormentors to minimise the off damage for the spike. Once waves 9-12 groups begin spawning, pull everything towards wave 12 spawn and recall the EMo before making a ball. Whirl the off damage (taking into account possible heals from Heart Tormentors) and then jump into the main ball to help complete the spike.
Recall the Emo at the start, HoS up the cliff. Once the front groups been triggered and killed you will glitch all of them and then cancel recall to end up where the fleshes spawn. Emo should give you a balth. Do not recast Recall on the Emo, as if you get rupted anywhere during cave its a resign so theres no point in trying to be safe and recovering.  
+
* '''Rift''' - Recall out to the EMo and place a new recall whilst getting pull bonds. Ping Shadow Form when you and the Rift team are ready. Stand on the caster spawn and pull all the enemies on the wall between Rift and Deathrbinger and Whirl the melees. Once the team has capped rift, make your way to Deathbringer.
 
+
* '''Deathbringer''' - Wait for all the NPCs to die and a tight ball to settle. Get a fresh shadow form and walk in to the enemies. If the Spirit runs out, Whirl it before jumping into the rest.
For Cave you will aggro most of the mobs outside of cave and clear a path for the TK to be able to leave cave after triggering. The goal for cave is to kill the Fleshes, Sanities, Spirit + Sanity Group while the rest of the team does the 2 earth waves. While you are waiting for your groups to spawn that you have to kill you can walk around and kill rupts on you that are part of the initial cave spawn and also kill the longbow tormentors, as they will become off damage for the cave spike. Once the 9-12 groups are spawning you can start to pull where 4 group spawns and start making a ball. Either you can finish by pulling towards rift or you can make a freeball near the last cave spawn. Once everything has spawned, whirl the off damage a bit to where they will stay under 90 even if hearts heal them. Then try to hos/dc into the main ball and whirl them while the team spikes it.
+
* '''Darknesses''' - Whirl the first wave on spawn Pull the 2nd spawn against the wall between Deathbringer and Rift and jump in. When they die, stand on top of their corpses so you can hit as many Earth's as possible. Jump into the rest of the Tormentors after the spike to help finish off any leftovers. Grab chest and recall out.
 
 
==== Rift ====
 
 
 
After cave is done put up recall on the emo. He will then give you full bonds.  
 
 
 
When you are at rift you want to stand on the caster spawn when quest is taken and wait for them to settle on you. Once all of them are settled you will pull the rest of rift and avoid triggering the Fleshes. When the team triggers the fleshes you will right wall block all of the melees near where the fleshes spawned. Once the team has capped rift they will run around your ball while you head to Deathbringer.
 
 
 
==== Deathbringer ====
 
 
 
Make sure you trigger them when they spawn and wait for all the NPCs to die. Get a fresh shadow form and walk in aggro to see if the Spirit runs out, if it does you will whirl the spirit and flesh and earth, then you will hos into the rest of the ball.
 
 
 
==== Darkness ====
 
 
 
Whirl the initial 2 Darkness and Greater Darkness on spawn. Once they die avoid whirling the 5 Darkness. You will want to pull them along the wall near where fleshes spawn towards rift. Once they are a one dot you whirl them. When they die try to stand ontop of where the darkness died so that you are able to hit all the earths spawned with whirl. If any of them aren't hit when the majority of earths die to eoe , then you can stand on the tormentors on you and whirl and have the spikers help finish them off. If the team doesn't get aggro then once the chest spawns pull away everything or whirl them to clear the chest.
 
  
  
Line 86: Line 72:
 
=== Gloom ===
 
=== Gloom ===
  
* Cave - Trigger the mobs at the start of Gloom. Wait for the Tank to pull enemies out of the way and then kill waves 4 and 8 like in 8man tactics. Place EoE behind the crag where waves 4/8/12 spawn, ensuring it cannot get aggro from mobs on the other side. Wait for the Tank to hit the off damage after wave 12 and MoP the main ball when the tank jumps in.
+
* '''Cave''' - Trigger the mobs at the start of Gloom. Wait for the Tank to pull enemies out of the way and then kill waves 4 and 8 like in 8man tactics. Place EoE behind the crag where waves 4/8/12 spawn, ensuring it cannot get aggro from mobs on the other side. Wait for the Tank to hit the off damage after wave 12 and MoP the main ball when the tank jumps in.
* Rift - Go to Rift and kill the claw with the EMo. Stand underneath the claw, use SS and spam necrosis to kill. Cap the rift and then run through the Earth Tormentor wave to escape.
+
* '''Rift''' - In 4man, go with the EMo to Rift, kill the Claw, Cap, then run through the Earth Tormentor wave to escape. In 5man, provide the TK with a recall target when he takes the next quest and then just run straight to Deathbringer.
* Deathbringer - Trigger the mobs and place EoE in range (relatively quickly so it recharges in time)
+
* '''Deathbringer''' - Trigger the mobs and place EoE in range (relatively quickly so it recharges in time)
* Darknesses - Wait for the Tank to kill the first 2 waves and then MoP the Earths and clear up any last stragglers.
+
* '''Darknesses''' - Wait for the Tank to kill the first 2 waves and then MoP the Earths and clear up any last stragglers.
  
 
=== Foundry ===
 
=== Foundry ===
* Room 1 - Place EoE in range of the Margo group after it spawns. If the tank doesnt DC, give him/her space and then YMLaD the Vu on the spike.
+
* '''Room 1''' - Place EoE in range of the Margo group after it spawns. If the tank doesnt DC, give him/her space and then YMLaD the Vu on the spike.
* Room 2 - Safeway and spam YMLaD on Dream Riders. Use IAU to tank knocks.
+
* '''Room 2''' - Use IAU to tank knocks.
* Room 3 - Place EoE immediately in Range of Rock pull. Spike Torturewebs/Dream Rider and then spike big ball
+
* '''Room 3''' - Place EoE immediately in Range of Rock pull. Spike Torturewebs/Dream Rider and then spike big ball
* Room 4 - If the Tank doesn't have Dark Escape, YMLaD the Ki from wave 1 to keep it in the ball. Place EoE in the crack to be safe.
+
* '''Room 4''' - If the Tank doesn't have Dark Escape, YMLaD the Ki from wave 1 to keep it in the ball. Place EoE in the crack to be safe.
* Room 5 - Dont take quest. Place EoE between General and Captain takes. Re-apply LB title and glitchspot/wall Black Beast.
+
* '''Room 5''' - Dont take quest. Place EoE between General and Captain takes. Re-apply LB title and glitchspot/wall Black Beast.
  
 
=== City ===
 
=== City ===
MoP big balls and kill Manks on wall.
+
* '''Spikes''' - MoP big balls and kill Manks on wall.
 +
* '''Wall''' - Manks on wall
 +
* '''Jadoth''' - Place EoE below the hill with no risk of getting aggro from the Inside City pull
  
 
=== Veil ===
 
=== Veil ===
* 360 - Place EoE during waves 1 and 5. Pull left side waves 2,3,4 and 6 with IAU. Try to cast SS on an enemy on the first hill so that it is recharged for the big spike to use it again
+
* '''360''' - Place EoE during waves 1 and 5. Pull left side waves 2,3,4 and 6 with IAU. Try to cast SS on an enemy on the first hill so that it is recharged for the big spike to use it again
* Underlords - Pull Derv Lord
+
* '''Underlords''' - Pull Derv Lord
* Trench Pops - Place EoE on the wall behind the Monk Trench glitchspot and stand in Glitchspot. Spike Monk Lord from top
+
* '''Trench Pops''' - Place EoE on the wall behind the Monk Trench glitchspot and stand in Glitchspot. Spike Monk Lord from top
* Lords - Monk Lord, Clover, Ele Lord Patrol, Necro Lord
+
* '''Lords''' - Monk Lord, Clover, Ele Lord Patrol, Necro Lord
* 3-3 - in 4man, you kill the front tendrils whereas in 5man you can place EoE early and setup early SS's. In 5man you kill the front tendrils
+
* '''3-3''' - in 4man, you kill the front tendrils (time it well) whereas in 5man you can place EoE early and setup early SS's.  
  
 
= TK =
 
= TK =
Line 129: Line 117:
 
You are responsible for off damage, particularly in Gloom and City where the main ball will die very quickly due to MoP and Whirling.
 
You are responsible for off damage, particularly in Gloom and City where the main ball will die very quickly due to MoP and Whirling.
  
 +
=== Gloom ===
 +
* '''Entrance/Cave''' - TAKE THE QUEST and recall over the hill. Run straight into the cave as quickly as possible to trigger the spawns and wait for the Tank to move enemies out the way so you can escape safely. Help kill waves 4/8 and the big spike.
 +
* '''Quest running''' - In 5man, recall the Necro. When Rift team is ready take the reward and next quest and run to the start of Gloom. Take the reward and next quest immediately. After a few seconds, the NPC will begin running to Deathbringer - keep up with him and take the reward when its available and rejoin the team for Darknesses
 +
* '''Darknesses''' - Wait for wave 3 to spawn and help spike.
 +
 +
=== Foundry ===
 +
* '''Rooms''' - Manage energy well by picking good targets and skill usage.
 +
* '''Room 5''' - Take the quest. Take all snakes. Recall out from 3rd immediately to avoid getting enchantments mirrored.
 +
* '''Black Beast''' - Spike Black Beast once it has settled on the Necro.
  
 +
=== City ===
 +
* '''Spikes''' - In 4man, place a VoR on the main ball before hitting off damage in case the tank gets hit with Wild Throw. In 5man, just focus off damage.
 +
* '''Wall''' - Sus on wall.
 +
* '''Jadoth''' - Take Jadoth quest when Tank says s/he is ready
 +
 +
=== Veil ===
 +
* '''360''' - Pull waves 1 and 5. Off damage all waves.
 +
* '''Underlords''' - Stay with the team
 +
* '''Trench Pops''' - In 4 man, recall the EMo, pull front of Mes Trench, run into Monk Trench and recall out to glitch spot. In 5man, recall the Necro, pop Monk Trench and recall out.
 +
* '''Lords''' - Monk Lord, Ele Lord Patrol, Ele Lord. If the timing is bad on Monk Lord and you are familiar with Lord aggro, you can pull it whilst the tank moves the patrol away.
 +
* '''3-3''' - kill back tendrils. In 4man, only hit off damage on the first spike if the tank is in the glitch spot, otherwise focus the main ball.
  
  
Line 144: Line 152:
  
 
== Role ==
 
== Role ==
Brief explanation here
+
As the Memo you w
 +
 
 +
=== Gloom ===
 +
* '''Cave''' - Trigger the mobs at the start of Gloom. Wait for the Tank to pull enemies out of the way and then kill waves 4 and 8 like in 8man tactics. Spike the off damage on the big spike.
 +
* '''Rift''' - Go to rift, kill the Claw, Cap, then run through the Earth Tormentor wave to escape.
 +
* '''Deathbringer''' - Nothing to do
 +
* '''Darknesses''' - Wait for the Tank to kill the first 2 waves and then help on the Earths.
 +
 
 +
=== Foundry ===
 +
* '''Rooms''' - Make effective use of Empathy in Room 2. Put Life Bond on the Tank at the start of Room 3 and maintain until Veil.
 +
* '''Room 5''' - Ping for Snakes until General is free, then let the EMo take over.
 +
* '''Black Beast''' - Seed the EMo on recharge to help keep the Necro alive.
 +
 
 +
=== City ===
 +
* '''Spikes''' - Place a VoR on the main ball before hitting off damage in case the tank gets hit with Wild Throw.
 +
* '''Wall''' - Help on everything on the wall given your infinite energy.
  
 +
=== Veil ===
 +
* '''360''' - Seed whoever tanks every wave.
 +
* '''Underlords''' - Stay with the team
 +
* '''Trench Pops''' - Stay in the Monk Glitch Spot
 +
* '''Lords''' - Monk Lord, Ele Lord Patrol, Necro Lord.
 +
* '''3-3''' - Kill front tendrils. Seed the EMo for the spikes.
  
 
= EMo =
 
= EMo =
Line 165: Line 194:
  
 
== Role ==
 
== Role ==
Brief explanation here
+
Maintain all bonds on all team members and keep range of the tank. Keep the team healthy!
 +
 
 +
=== Gloom ===
 +
* '''Entrance''' - In 5man, EE over the hill, in 4man run through the mobs and run to the Cave wave 1 spawn and wait for the tank to recall out and give him/her Balth.
 +
* '''Cave''' - Tank waves 4 and 8 for the team to kill. Provide a recall target for the Tank before the big spike and start running to Rift
 +
* '''Rift''' - Full bond the tank, help kill the Claw, Cap, then run through the Earth Tormentor wave to escape.
 +
* '''Deathbringer and Darknesses''' - Maintain bonds on the tank but stand far enough so that if there is a rupt, s/he will lose aggro when recalling out.
 +
 
 +
=== Foundry ===
 +
* '''Rooms''' - Keep people healthy and use lots of cover enchantments in Room 2.
 +
* '''Room 5''' - Take the quest. Ping for all Snakes in 4man and from when General is free in 5man.
 +
* '''Black Beast''' - Keep the Necro alive. Take the Reward.
 +
 
 +
=== City ===
 +
* '''Spikes''' - Maintain range on the tank
 +
* '''Wall''' - Keep the team healthy
 +
* '''Jadoth''' - During 2nd inner City spike, check the tank has a recall then run towards the NPC to let him/her recall out towards Jadoth.
 +
 
 +
=== Veil ===
 +
* '''360''' - Tank melee waves and fuse pull Fiend waves.
 +
* '''Underlords''' - Maintain Bond range on the Tank.
 +
* '''Trench Pops''' - In 4man, go to Glitch spot. In 5man, pull the front of Mes trench and EE to the Necro.
 +
* '''Lords''' - Monk Lord, Ele Lord Patrol, Keep range for the TK on Ele Lord.
 +
* '''3-3''' - Communicate with the tank - if s/he can wall on his/her own, let them and fuse pull. If enemies are running ahead of the tank, then help wall.

Revision as of 19:34, 8 August 2021

I Am Unstoppable Shadow Form Shroud of Distress Dwarven Stability Whirling Defense Heart of Shadow Dark Escape Recall
Mark of Pain Spiteful Spirit Desecrate Enchantments Defile Enchantments Necrosis You Move Like a Dwarf I Am Unstoppable Edge of Extinction
Lightbringer Signet Visions of Regret Unnatural Signet Mistrust Shatter Delusions Overload Pain Inverter Recall
Reversal of Fortune Spirit Bond Ether Renewal Infuse Health Shield of Absorption Life Attunement Protective Bond Balthazar's Spirit



I Am Unstoppable Shadow Form Shroud of Distress Dwarven Stability Whirling Defense Heart of Shadow Death's Charge Recall
Mark of Pain Spiteful Spirit Desecrate Enchantments Defile Enchantments Necrosis You Move Like a Dwarf I Am Unstoppable Edge of Extinction
Arcane Echo Energy Surge Unnatural Signet Mistrust Shatter Delusions Finish Him Pain Inverter Recall
Empathy Visions of Regret Unnatural Signet Mistrust Shatter Delusions Overload Healing Seed Life Bond
Burning Speed Spirit Bond Ether Renewal Infuse Health Ebon Escape Life Bond Protective Bond Balthazar's Spirit

Introduction

These are safe, casual tactics for 4/5man DoA runs. There are plenty of optimisations that could be made to enchance speed, but the design of these tactics is structured around safety and relative consistency between 4/5 players.

Provided the tank is experienced, all other players can (perhaps suprisingly) be relatively inexperienced in the tactics, provided they have a solid foundational knowledge of DoA (e.g. can play Spiker and Backline roles in FBGM tactics). Having a single tank means that the s/he can speed up or slow the run down as needed, depending on the experience of the team and how the run is progressing.

Voice communication is (as always in DoA) strongly recommended no matter what level of experience the team has.


Tank

Builds

4man

Ranger/Assassin Tank
I Am Unstoppable Shadow Form Shroud of Distress Dwarven Stability Whirling Defense Heart of Shadow Dark Escape Recall
Expertise: 12+3+1, Shadow Arts: 12, Marksmanship: 3
OgcTc588ZimUn5A6uU4ABqBqzBA

5man

Ranger/Assassin Tank
I Am Unstoppable Shadow Form Shroud of Distress Dwarven Stability Whirling Defense Heart of Shadow Death's Charge Recall
Expertise: 12+3+1, Shadow Arts: 12, Marksmanship: 3
OgcTc588ZimUn5A6uU4ABC3pzBA

Dark Escape is generally taken over Death's Charge in 4man due to the damage reduction when tanking 360, Clover and 3-3. Death's Charge is generally taken in 5man as the spikes are quicker, you have Healing Seed and it makes Clover pull easier and balls quicker.

Equipment

  • Sup Vigor, Blessed and Vitae
  • One-handed weapon of Enchanting and a Demon Shield
  • Staff of Enchanting
  • Flatbow of Enchanting

Role

The tank generally defines the speed of the run. In inexperienced runs, you will be responsible for managing the pace so that the rest of the team can keep up and allow for explanations of tactics. In experienced runs you will need to push hard where you can to gain time. The Ranger should be an experienced tank from 8man tactics and ideally have experience doing solo Gloom.

Gloom

  • Entrance - Recall the Emo, HoS up the cliff and pull the enemies out of Gloom entrance so the TK can quest run safely. Recall out to the Flesh spawn and, receive/ask for a balth.
  • Cave - Aggro cave mobs and clear a path for the TK to escape from cave. Kill the rupts (Sanities first, then Spirits) and then any longbow range tormentors to minimise the off damage for the spike. Once waves 9-12 groups begin spawning, pull everything towards wave 12 spawn and recall the EMo before making a ball. Whirl the off damage (taking into account possible heals from Heart Tormentors) and then jump into the main ball to help complete the spike.
  • Rift - Recall out to the EMo and place a new recall whilst getting pull bonds. Ping Shadow Form when you and the Rift team are ready. Stand on the caster spawn and pull all the enemies on the wall between Rift and Deathrbinger and Whirl the melees. Once the team has capped rift, make your way to Deathbringer.
  • Deathbringer - Wait for all the NPCs to die and a tight ball to settle. Get a fresh shadow form and walk in to the enemies. If the Spirit runs out, Whirl it before jumping into the rest.
  • Darknesses - Whirl the first wave on spawn Pull the 2nd spawn against the wall between Deathbringer and Rift and jump in. When they die, stand on top of their corpses so you can hit as many Earth's as possible. Jump into the rest of the Tormentors after the spike to help finish off any leftovers. Grab chest and recall out.


SS

Build

Necromancer/Ranger SS
Mark of Pain Spiteful Spirit Desecrate Enchantments Defile Enchantments Necrosis You Move Like a Dwarf I Am Unstoppable Edge of Extinction
Curses 12+3+1, Beast: 11, Soul Reaping: 6+3
OAJTYsDbXySIPwFCO4G0mkmE6AA

Equipment

  • Sup Vigor, Radiant and Attunement
  • 40/40 Curses set
  • +30/-2 High Energy set
  • Any Flatbow/Longbow for pulling

Role

A Necro spiker is used in lowman due to skillbar compression across the team, synergy of MoP with Whirling and the energy management that Soul Reaping provides. Given the long cast times, try to cast SS as early as possible.

Gloom

  • Cave - Trigger the mobs at the start of Gloom. Wait for the Tank to pull enemies out of the way and then kill waves 4 and 8 like in 8man tactics. Place EoE behind the crag where waves 4/8/12 spawn, ensuring it cannot get aggro from mobs on the other side. Wait for the Tank to hit the off damage after wave 12 and MoP the main ball when the tank jumps in.
  • Rift - In 4man, go with the EMo to Rift, kill the Claw, Cap, then run through the Earth Tormentor wave to escape. In 5man, provide the TK with a recall target when he takes the next quest and then just run straight to Deathbringer.
  • Deathbringer - Trigger the mobs and place EoE in range (relatively quickly so it recharges in time)
  • Darknesses - Wait for the Tank to kill the first 2 waves and then MoP the Earths and clear up any last stragglers.

Foundry

  • Room 1 - Place EoE in range of the Margo group after it spawns. If the tank doesnt DC, give him/her space and then YMLaD the Vu on the spike.
  • Room 2 - Use IAU to tank knocks.
  • Room 3 - Place EoE immediately in Range of Rock pull. Spike Torturewebs/Dream Rider and then spike big ball
  • Room 4 - If the Tank doesn't have Dark Escape, YMLaD the Ki from wave 1 to keep it in the ball. Place EoE in the crack to be safe.
  • Room 5 - Dont take quest. Place EoE between General and Captain takes. Re-apply LB title and glitchspot/wall Black Beast.

City

  • Spikes - MoP big balls and kill Manks on wall.
  • Wall - Manks on wall
  • Jadoth - Place EoE below the hill with no risk of getting aggro from the Inside City pull

Veil

  • 360 - Place EoE during waves 1 and 5. Pull left side waves 2,3,4 and 6 with IAU. Try to cast SS on an enemy on the first hill so that it is recharged for the big spike to use it again
  • Underlords - Pull Derv Lord
  • Trench Pops - Place EoE on the wall behind the Monk Trench glitchspot and stand in Glitchspot. Spike Monk Lord from top
  • Lords - Monk Lord, Clover, Ele Lord Patrol, Necro Lord
  • 3-3 - in 4man, you kill the front tendrils (time it well) whereas in 5man you can place EoE early and setup early SS's.

TK

Builds

4man

Mesmer/Assassin TK
Lightbringer Signet Visions of Regret Unnatural Signet Mistrust Shatter Delusions Overload Pain Inverter Recall
Domination: 12+3+1, Fast Casting: 12+3
OQdCAswkGgbjpjgzGw0jcZnD

5man

Mesmer/Assassin TK
Arcane Echo Energy Surge Unnatural Signet Mistrust Shatter Delusions Finish Him Pain Inverter Recall
Domination: 12+3+1, Fast Casting: 12+3
OQdCAsw0SwJgpz0zGgcZMZnD

In 4man, the TK is also the VoR due to skillbar compression across the team. However in 5man tactics, the additional Spiker can bring VoR, freeing up the TK to bring Echo Esurge.

Equipment

  • Sup Vigor, Radiant and Attunement
  • 40/40 Earth Magic set
  • +30/-2 High Energy set (shouldn't be needed with Glyph but useful just in case)
  • Any Flatbow/Longbow for pulling

Role

You are responsible for off damage, particularly in Gloom and City where the main ball will die very quickly due to MoP and Whirling.

Gloom

  • Entrance/Cave - TAKE THE QUEST and recall over the hill. Run straight into the cave as quickly as possible to trigger the spawns and wait for the Tank to move enemies out the way so you can escape safely. Help kill waves 4/8 and the big spike.
  • Quest running - In 5man, recall the Necro. When Rift team is ready take the reward and next quest and run to the start of Gloom. Take the reward and next quest immediately. After a few seconds, the NPC will begin running to Deathbringer - keep up with him and take the reward when its available and rejoin the team for Darknesses
  • Darknesses - Wait for wave 3 to spawn and help spike.

Foundry

  • Rooms - Manage energy well by picking good targets and skill usage.
  • Room 5 - Take the quest. Take all snakes. Recall out from 3rd immediately to avoid getting enchantments mirrored.
  • Black Beast - Spike Black Beast once it has settled on the Necro.

City

  • Spikes - In 4man, place a VoR on the main ball before hitting off damage in case the tank gets hit with Wild Throw. In 5man, just focus off damage.
  • Wall - Sus on wall.
  • Jadoth - Take Jadoth quest when Tank says s/he is ready

Veil

  • 360 - Pull waves 1 and 5. Off damage all waves.
  • Underlords - Stay with the team
  • Trench Pops - In 4 man, recall the EMo, pull front of Mes Trench, run into Monk Trench and recall out to glitch spot. In 5man, recall the Necro, pop Monk Trench and recall out.
  • Lords - Monk Lord, Ele Lord Patrol, Ele Lord. If the timing is bad on Monk Lord and you are familiar with Lord aggro, you can pull it whilst the tank moves the patrol away.
  • 3-3 - kill back tendrils. In 4man, only hit off damage on the first spike if the tank is in the glitch spot, otherwise focus the main ball.


MeMo (5man only)

Build

Mesmer/Monk MeMo
Empathy Visions of Regret Unnatural Signet Overload Shatter Delusions Mistrust Healing Seed Life Bond
Domination: 12+3+1, Fast Casting: 12+3
OQNEAqwN+ioButpL4bw0LRxD

Equipment

  • Sup Vigor, Radiant and Attunement
  • 40/40 Earth Magic set
  • +30/-2 High Energy set (shouldn't be needed with Glyph but useful just in case)
  • Any Flatbow/Longbow for pulling

Role

As the Memo you w

Gloom

  • Cave - Trigger the mobs at the start of Gloom. Wait for the Tank to pull enemies out of the way and then kill waves 4 and 8 like in 8man tactics. Spike the off damage on the big spike.
  • Rift - Go to rift, kill the Claw, Cap, then run through the Earth Tormentor wave to escape.
  • Deathbringer - Nothing to do
  • Darknesses - Wait for the Tank to kill the first 2 waves and then help on the Earths.

Foundry

  • Rooms - Make effective use of Empathy in Room 2. Put Life Bond on the Tank at the start of Room 3 and maintain until Veil.
  • Room 5 - Ping for Snakes until General is free, then let the EMo take over.
  • Black Beast - Seed the EMo on recharge to help keep the Necro alive.

City

  • Spikes - Place a VoR on the main ball before hitting off damage in case the tank gets hit with Wild Throw.
  • Wall - Help on everything on the wall given your infinite energy.

Veil

  • 360 - Seed whoever tanks every wave.
  • Underlords - Stay with the team
  • Trench Pops - Stay in the Monk Glitch Spot
  • Lords - Monk Lord, Ele Lord Patrol, Necro Lord.
  • 3-3 - Kill front tendrils. Seed the EMo for the spikes.

EMo

4man

Mesmer/Monk EMo
Reversal of Fortune Spirit Bond Ether Renewal Infuse Health Shield of Absorption Life Attunement Protective Bond Balthazar's Spirit
Ether Renewal: 12+3+1, Protection: 12, Healing: 3
OgNDwcPPPzEtYtgkcXpHHE5B

5man

Elementalist/Monk EMo
Burning Speed Spirit Bond Ether Renewal Infuse Health Ebon Escape Life Bond Protective Bond Balthazar's Spirit
Energy Storage: 12+3+1, Protection: 12, Healing: 3
OgNDwcPPT3MaR1CkE0lxDHEyDA

In 4man, the EMo bar is optimised to keep players alive, particularly at Black Beast and 360. In 5man, a more casual bar can be used to add speed and the inclusion of Healing Seed on the MeMo makes Life Bond the sensible choice.

Equipment

  • Sup Vigor, Radiant and Attunement
  • Staff of Enchanting with useful mods
  • High Energy Staff of Enchanting
  • Any Flatbow/Longbow for pulling
  • Shield Set for Tanking

Role

Maintain all bonds on all team members and keep range of the tank. Keep the team healthy!

Gloom

  • Entrance - In 5man, EE over the hill, in 4man run through the mobs and run to the Cave wave 1 spawn and wait for the tank to recall out and give him/her Balth.
  • Cave - Tank waves 4 and 8 for the team to kill. Provide a recall target for the Tank before the big spike and start running to Rift
  • Rift - Full bond the tank, help kill the Claw, Cap, then run through the Earth Tormentor wave to escape.
  • Deathbringer and Darknesses - Maintain bonds on the tank but stand far enough so that if there is a rupt, s/he will lose aggro when recalling out.

Foundry

  • Rooms - Keep people healthy and use lots of cover enchantments in Room 2.
  • Room 5 - Take the quest. Ping for all Snakes in 4man and from when General is free in 5man.
  • Black Beast - Keep the Necro alive. Take the Reward.

City

  • Spikes - Maintain range on the tank
  • Wall - Keep the team healthy
  • Jadoth - During 2nd inner City spike, check the tank has a recall then run towards the NPC to let him/her recall out towards Jadoth.

Veil

  • 360 - Tank melee waves and fuse pull Fiend waves.
  • Underlords - Maintain Bond range on the Tank.
  • Trench Pops - In 4man, go to Glitch spot. In 5man, pull the front of Mes trench and EE to the Necro.
  • Lords - Monk Lord, Ele Lord Patrol, Keep range for the TK on Ele Lord.
  • 3-3 - Communicate with the tank - if s/he can wall on his/her own, let them and fuse pull. If enemies are running ahead of the tank, then help wall.